Recording
Fixing bugs in my game on xcode 7 macbook air
2015-10-26 · 21 min
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Source information & transcript revisions
Transcript revisions
- rev_d420c9f7ba651373988cd092b828c24eMachine-generated and unreviewed; may be wrong; not a verified quotation.enraw_asractive283 segments
Transcript
Hey guys, so in my last video I
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0:01–0:04 · rev_d420c9f7ba651373988cd092b828c24e_0thought that I fixed the problem, but it
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0:05–0:06 · rev_d420c9f7ba651373988cd092b828c24e_1wasn't actually fixed because I kind of
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0:07–0:09 · rev_d420c9f7ba651373988cd092b828c24e_2broke it last time. Last time all I did
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0:09–0:11 · rev_d420c9f7ba651373988cd092b828c24e_3was I deleted this to stop the monster
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0:11–0:14 · rev_d420c9f7ba651373988cd092b828c24e_4from moving, so that's why the orange
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0:15–0:18 · rev_d420c9f7ba651373988cd092b828c24e_5block will stop moving as well, but the
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0:18–0:20 · rev_d420c9f7ba651373988cd092b828c24e_6monster didn't come down the screen like
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0:21–0:22 · rev_d420c9f7ba651373988cd092b828c24e_7it's supposed to. But now I've
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0:23–0:27 · rev_d420c9f7ba651373988cd092b828c24e_8found out how to fix it. Hold on, I'll
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0:27–0:29 · rev_d420c9f7ba651373988cd092b828c24e_9Ugh, it takes ages to open this. Okay, so
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0:38–0:40 · rev_d420c9f7ba651373988cd092b828c24e_10as you can see, I've shot it right now.
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0:42–0:45 · rev_d420c9f7ba651373988cd092b828c24e_11Before, it did this as well, but if I shot
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0:45–0:47 · rev_d420c9f7ba651373988cd092b828c24e_12it again, the monster was still there. I
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0:48–0:50 · rev_d420c9f7ba651373988cd092b828c24e_13had just set monster.hidden to yes. So you
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0:50–0:54 · rev_d420c9f7ba651373988cd092b828c24e_14couldn't see it, but it was still there.
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0:54–0:55 · rev_d420c9f7ba651373988cd092b828c24e_15So if you kept shooting— why are these
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0:55–0:58 · rev_d420c9f7ba651373988cd092b828c24e_16dying?
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0:58–0:58 · rev_d420c9f7ba651373988cd092b828c24e_17Now these are dying for some reason.
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1:04–1:05 · rev_d420c9f7ba651373988cd092b828c24e_18So if I shoot this block again, it should
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1:08–1:10 · rev_d420c9f7ba651373988cd092b828c24e_19And that was just because I added this
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1:14–1:16 · rev_d420c9f7ba651373988cd092b828c24e_20tiny bit here: monster3.hit equals no.
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1:16–1:19 · rev_d420c9f7ba651373988cd092b828c24e_21Now monster, monster hit makes
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1:21–1:25 · rev_d420c9f7ba651373988cd092b828c24e_22it so that after the monster has been hit
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1:25–1:27 · rev_d420c9f7ba651373988cd092b828c24e_23once, if you— even if it gets hit again,
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1:27–1:30 · rev_d420c9f7ba651373988cd092b828c24e_24nothing will happen to it afterwards.
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1:31–1:32 · rev_d420c9f7ba651373988cd092b828c24e_25And that was— it's a boolean,
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1:35–1:37 · rev_d420c9f7ba651373988cd092b828c24e_26and we have an integer monsters killed.
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1:40–1:42 · rev_d420c9f7ba651373988cd092b828c24e_27Uh, hold on, something's strange.
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1:56–1:59 · rev_d420c9f7ba651373988cd092b828c24e_28So we've set monsterHidden to yes, so if
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2:05–2:08 · rev_d420c9f7ba651373988cd092b828c24e_29we set it to no, we can actually see
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2:09–2:10 · rev_d420c9f7ba651373988cd092b828c24e_30We can see that. So it's being hit,
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2:20–2:23 · rev_d420c9f7ba651373988cd092b828c24e_31and then this orange block appears where
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2:24–2:27 · rev_d420c9f7ba651373988cd092b828c24e_32it last was, where,
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2:27–2:30 · rev_d420c9f7ba651373988cd092b828c24e_33where the monster last was. So even if we
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2:30–2:33 · rev_d420c9f7ba651373988cd092b828c24e_34shoot it again, nothing will happen
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2:33–2:35 · rev_d420c9f7ba651373988cd092b828c24e_35because we put monster hit in equals no.
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2:35–2:37 · rev_d420c9f7ba651373988cd092b828c24e_36So if we put monsterHit equals yes, let's
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2:40–2:42 · rev_d420c9f7ba651373988cd092b828c24e_37see what happens.
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2:43–2:43 · rev_d420c9f7ba651373988cd092b828c24e_38So if we put yes, the orange block doesn't
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2:55–2:57 · rev_d420c9f7ba651373988cd092b828c24e_39appear. And if we
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2:57–3:01 · rev_d420c9f7ba651373988cd092b828c24e_40get rid of it entirely,
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3:01–3:02 · rev_d420c9f7ba651373988cd092b828c24e_41If we get rid of monsterHit, it would work
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3:14–3:17 · rev_d420c9f7ba651373988cd092b828c24e_42the same, but if you hit it again, the
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3:18–3:20 · rev_d420c9f7ba651373988cd092b828c24e_43orange block keeps respawning where the
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3:20–3:24 · rev_d420c9f7ba651373988cd092b828c24e_44monster was last hit, so that's no good.
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3:24–3:27 · rev_d420c9f7ba651373988cd092b828c24e_45Because we might still be shooting, we
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3:30–3:32 · rev_d420c9f7ba651373988cd092b828c24e_46might accidentally shoot the hidden
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3:33–3:34 · rev_d420c9f7ba651373988cd092b828c24e_47monster, and then his corpse would
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3:34–3:35 · rev_d420c9f7ba651373988cd092b828c24e_48reappear. It's kind of strange. But now I
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3:36–3:38 · rev_d420c9f7ba651373988cd092b828c24e_49have monsterHit in as no,
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3:39–3:42 · rev_d420c9f7ba651373988cd092b828c24e_50it's all working. And I'm not really sure
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3:43–3:46 · rev_d420c9f7ba651373988cd092b828c24e_51why, because there's no monsterHit code.
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3:46–3:49 · rev_d420c9f7ba651373988cd092b828c24e_52We have movement
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3:50–3:54 · rev_d420c9f7ba651373988cd092b828c24e_53There is— once it's set to
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3:55–3:58 · rev_d420c9f7ba651373988cd092b828c24e_54no when the game starts,
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3:59–4:00 · rev_d420c9f7ba651373988cd092b828c24e_55uh, where is it? What's this movement?
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4:14–4:17 · rev_d420c9f7ba651373988cd092b828c24e_56So I've also got— where's
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4:21–4:25 · rev_d420c9f7ba651373988cd092b828c24e_57monster3? Monster3 is here. There's
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4:25–4:29 · rev_d420c9f7ba651373988cd092b828c24e_58nothing in the if statement. I don't know
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4:29–4:31 · rev_d420c9f7ba651373988cd092b828c24e_59if these— this code is actually doing
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4:32–4:33 · rev_d420c9f7ba651373988cd092b828c24e_60anything. Okay, let's just delete it
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4:34–4:37 · rev_d420c9f7ba651373988cd092b828c24e_61all, see what happens.
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4:37–4:38 · rev_d420c9f7ba651373988cd092b828c24e_62Okay, so if I delete all that,
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4:52–4:56 · rev_d420c9f7ba651373988cd092b828c24e_63the zombies stop appearing— reappearing at
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4:57–4:59 · rev_d420c9f7ba651373988cd092b828c24e_64the top after they've been shot.
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4:59–5:00 · rev_d420c9f7ba651373988cd092b828c24e_65Interesting. Okay, let's put that code
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5:08–5:10 · rev_d420c9f7ba651373988cd092b828c24e_66Where is Monster 3?
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5:15–5:17 · rev_d420c9f7ba651373988cd092b828c24e_67So if we put this code in back into
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5:20–5:23 · rev_d420c9f7ba651373988cd092b828c24e_68Monster 3, so when it gets shot, it should
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5:23–5:25 · rev_d420c9f7ba651373988cd092b828c24e_69randomly appear at the top, but then the
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5:25–5:27 · rev_d420c9f7ba651373988cd092b828c24e_70orange block is also going to randomly,
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5:28–5:29 · rev_d420c9f7ba651373988cd092b828c24e_71randomly appear at the top.
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5:29–5:31 · rev_d420c9f7ba651373988cd092b828c24e_72Let's try it out.
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5:35–5:36 · rev_d420c9f7ba651373988cd092b828c24e_73Strange, it's not reappearing at the top.
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5:42–5:44 · rev_d420c9f7ba651373988cd092b828c24e_74Hmm, so it seems like I have to make a
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5:55–5:59 · rev_d420c9f7ba651373988cd092b828c24e_75choice. I can either have them die once
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5:59–6:02 · rev_d420c9f7ba651373988cd092b828c24e_76appear as a block, or I can have them die
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6:02–6:05 · rev_d420c9f7ba651373988cd092b828c24e_77like this, just disappear, and then
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6:05–6:07 · rev_d420c9f7ba651373988cd092b828c24e_78reappear at the top. I kind of like the
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6:07–6:10 · rev_d420c9f7ba651373988cd092b828c24e_79first one better because it's more
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6:11–6:13 · rev_d420c9f7ba651373988cd092b828c24e_80realistic if it leaves a corpse after
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6:13–6:15 · rev_d420c9f7ba651373988cd092b828c24e_81you've destroyed it.
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6:15–6:15 · rev_d420c9f7ba651373988cd092b828c24e_82So where did it go?
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6:21–6:22 · rev_d420c9f7ba651373988cd092b828c24e_83So let's try out on the second monster,
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6:28–6:30 · rev_d420c9f7ba651373988cd092b828c24e_84because so far the orange block only
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6:31–6:33 · rev_d420c9f7ba651373988cd092b828c24e_85appears on one monster. Let's try out this
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6:33–6:35 · rev_d420c9f7ba651373988cd092b828c24e_86one. Make him bigger so we know where he
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6:35–6:37 · rev_d420c9f7ba651373988cd092b828c24e_87is. He is monster 14,
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6:38–6:41 · rev_d420c9f7ba651373988cd092b828c24e_88and we need a second orange block.
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6:42–6:43 · rev_d420c9f7ba651373988cd092b828c24e_89Whoops.
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6:45–6:45 · rev_d420c9f7ba651373988cd092b828c24e_90And we shall make
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6:50–6:54 · rev_d420c9f7ba651373988cd092b828c24e_91him monster 14 dead.
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6:55–6:59 · rev_d420c9f7ba651373988cd092b828c24e_92Okay, just change this to 14,
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7:03–7:06 · rev_d420c9f7ba651373988cd092b828c24e_93and then what
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7:07–7:11 · rev_d420c9f7ba651373988cd092b828c24e_94else do we need? We need to
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7:11–7:15 · rev_d420c9f7ba651373988cd092b828c24e_95link it up.
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7:15–7:15 · rev_d420c9f7ba651373988cd092b828c24e_96Monster 14 dead, like this.
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7:20–7:23 · rev_d420c9f7ba651373988cd092b828c24e_97And then we copy and paste— where
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7:30–7:34 · rev_d420c9f7ba651373988cd092b828c24e_98is it? Monster 3 frame— this
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7:35–7:39 · rev_d420c9f7ba651373988cd092b828c24e_99one? No,
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7:39–7:40 · rev_d420c9f7ba651373988cd092b828c24e_100we copy and paste this one inside.
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7:42–7:44 · rev_d420c9f7ba651373988cd092b828c24e_101Find— get rid of this. Okay, let's see if
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7:48–7:52 · rev_d420c9f7ba651373988cd092b828c24e_102Oh no, I didn't set it to hidden.
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8:11–8:12 · rev_d420c9f7ba651373988cd092b828c24e_103Okay, hold on.
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8:17–8:17 · rev_d420c9f7ba651373988cd092b828c24e_104Oh yeah, it needs to go to view did load.
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8:20–8:24 · rev_d420c9f7ba651373988cd092b828c24e_105Monster 14 dead, hidden.
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8:28–8:30 · rev_d420c9f7ba651373988cd092b828c24e_106And then And
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8:32–8:37 · rev_d420c9f7ba651373988cd092b828c24e_107get rid of this because it isn't really
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8:37–8:38 · rev_d420c9f7ba651373988cd092b828c24e_108doing anything.
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8:39–8:39 · rev_d420c9f7ba651373988cd092b828c24e_109Monster 3, put it frame.
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8:44–8:46 · rev_d420c9f7ba651373988cd092b828c24e_110Monster 4, Monster 4. Okay, this should be
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8:48–8:50 · rev_d420c9f7ba651373988cd092b828c24e_111changed to 14. No, yeah,
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8:51–8:54 · rev_d420c9f7ba651373988cd092b828c24e_11214 and 14. Wait, we did it on 14.
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8:54–8:58 · rev_d420c9f7ba651373988cd092b828c24e_113This is number 4. Oh, for God's sake.
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8:58–9:00 · rev_d420c9f7ba651373988cd092b828c24e_114Uh, what should we do?
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9:02–9:03 · rev_d420c9f7ba651373988cd092b828c24e_115Um, okay, just get rid of this.
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9:09–9:11 · rev_d420c9f7ba651373988cd092b828c24e_116Let's find 14. 14 was down here,
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9:13–9:16 · rev_d420c9f7ba651373988cd092b828c24e_117right? I think it
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9:16–9:20 · rev_d420c9f7ba651373988cd092b828c24e_118should work. No, Monster 14.
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9:20–9:24 · rev_d420c9f7ba651373988cd092b828c24e_119And yeah, okay, should be fine now.
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9:24–9:27 · rev_d420c9f7ba651373988cd092b828c24e_120Okay, so that leaves an orange block. But
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9:40–9:43 · rev_d420c9f7ba651373988cd092b828c24e_121where's the orange block? Okay, it's
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9:44–9:46 · rev_d420c9f7ba651373988cd092b828c24e_122reappearing up there. That— so the orange
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9:46–9:50 · rev_d420c9f7ba651373988cd092b828c24e_123block might be off the screen, so we need
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9:50–9:51 · rev_d420c9f7ba651373988cd092b828c24e_124to stop it from reappearing. At the top.
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9:52–9:54 · rev_d420c9f7ba651373988cd092b828c24e_125Where is the 14? Here you are. So get rid
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9:55–9:58 · rev_d420c9f7ba651373988cd092b828c24e_126of this.
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9:59–9:59 · rev_d420c9f7ba651373988cd092b828c24e_127The moment of truth. We got orange block
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10:10–10:13 · rev_d420c9f7ba651373988cd092b828c24e_128and we got an orange block. See?
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10:13–10:15 · rev_d420c9f7ba651373988cd092b828c24e_129And if we shoot it again, the orange block
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10:16–10:19 · rev_d420c9f7ba651373988cd092b828c24e_130stays there. So that's perfect. So all we
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10:19–10:23 · rev_d420c9f7ba651373988cd092b828c24e_131need now is more monsters and maybe make
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10:23–10:26 · rev_d420c9f7ba651373988cd092b828c24e_132them walk a bit faster.
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10:27–10:27 · rev_d420c9f7ba651373988cd092b828c24e_133So at the end of the level, you just have
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10:31–10:33 · rev_d420c9f7ba651373988cd092b828c24e_134this field full of dead zombies,
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10:33–10:37 · rev_d420c9f7ba651373988cd092b828c24e_135and then that would be like level 1
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10:39–10:40 · rev_d420c9f7ba651373988cd092b828c24e_136finished. And then I'll have the next
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10:41–10:42 · rev_d420c9f7ba651373988cd092b828c24e_137wave, and the next wave will be even more
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10:43–10:44 · rev_d420c9f7ba651373988cd092b828c24e_138And I could have— oh, I know what we
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10:49–10:52 · rev_d420c9f7ba651373988cd092b828c24e_139can do. Let's have it so when it touches
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10:53–10:56 · rev_d420c9f7ba651373988cd092b828c24e_140the tank, it dies. So it's like being run
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10:56–10:58 · rev_d420c9f7ba651373988cd092b828c24e_141over. Okay,
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10:59–11:02 · rev_d420c9f7ba651373988cd092b828c24e_142so it will just be the same code as this,
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11:02–11:04 · rev_d420c9f7ba651373988cd092b828c24e_143but instead of bullet frame, it will be
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11:07–11:09 · rev_d420c9f7ba651373988cd092b828c24e_144the Is it ship frame?
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11:10–11:12 · rev_d420c9f7ba651373988cd092b828c24e_145Yeah, let's run.
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11:14–11:16 · rev_d420c9f7ba651373988cd092b828c24e_146So funny because in the last video I
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11:19–11:21 · rev_d420c9f7ba651373988cd092b828c24e_147thought I fixed the problem, but I didn't,
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11:21–11:25 · rev_d420c9f7ba651373988cd092b828c24e_148and then I realized what happened after
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11:25–11:27 · rev_d420c9f7ba651373988cd092b828c24e_149the video. So let's see what happens when
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11:27–11:29 · rev_d420c9f7ba651373988cd092b828c24e_150you run it over. It should just be an
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11:29–11:32 · rev_d420c9f7ba651373988cd092b828c24e_151orange block on the tracks.
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11:32–11:34 · rev_d420c9f7ba651373988cd092b828c24e_152Okay. Oh, there we— oh, if it touches the
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11:36–11:39 · rev_d420c9f7ba651373988cd092b828c24e_153front— wait, why did that just die? We
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11:39–11:42 · rev_d420c9f7ba651373988cd092b828c24e_154didn't even shoot it.
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11:42–11:43 · rev_d420c9f7ba651373988cd092b828c24e_155Ah, damn it. There's always strange
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11:46–11:49 · rev_d420c9f7ba651373988cd092b828c24e_156problems that happen and it takes time to
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11:50–11:53 · rev_d420c9f7ba651373988cd092b828c24e_157find out why.
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11:54–11:54 · rev_d420c9f7ba651373988cd092b828c24e_158So where's 14?
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12:02–12:02 · rev_d420c9f7ba651373988cd092b828c24e_15914, 14, 14, 14,
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12:07–12:10 · rev_d420c9f7ba651373988cd092b828c24e_16014, 14, 14.
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12:10–12:12 · rev_d420c9f7ba651373988cd092b828c24e_161Let's try it again.
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12:20–12:21 · rev_d420c9f7ba651373988cd092b828c24e_162Now if I take the tank out of you.
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12:28–12:31 · rev_d420c9f7ba651373988cd092b828c24e_163No one should be dying.
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12:32–12:33 · rev_d420c9f7ba651373988cd092b828c24e_164No one's dying. No one's dying.
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12:37–12:40 · rev_d420c9f7ba651373988cd092b828c24e_165It died, and that one just died as well.
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12:42–12:45 · rev_d420c9f7ba651373988cd092b828c24e_166Why? The tank's
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12:46–12:49 · rev_d420c9f7ba651373988cd092b828c24e_167all the way over here. Ah,
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12:50–12:53 · rev_d420c9f7ba651373988cd092b828c24e_168let's see if it happens every time.
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12:54–12:55 · rev_d420c9f7ba651373988cd092b828c24e_169Okay, so when it gets to this track, for
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13:07–13:10 · rev_d420c9f7ba651373988cd092b828c24e_170some reason it's just randomly dying.
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13:10–13:11 · rev_d420c9f7ba651373988cd092b828c24e_171Well, it's not random, it happens every
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13:12–13:14 · rev_d420c9f7ba651373988cd092b828c24e_172Oh, it didn't happen this time.
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13:18–13:19 · rev_d420c9f7ba651373988cd092b828c24e_173This time it hasn't happened. Okay, so
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13:23–13:25 · rev_d420c9f7ba651373988cd092b828c24e_174that's really strange,
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13:26–13:26 · rev_d420c9f7ba651373988cd092b828c24e_175but that was because we shot the cannon at
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13:31–13:33 · rev_d420c9f7ba651373988cd092b828c24e_176the beginning. If we don't shoot at the
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13:34–13:35 · rev_d420c9f7ba651373988cd092b828c24e_177beginning, things kind of go strange.
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13:35–13:37 · rev_d420c9f7ba651373988cd092b828c24e_178Watch. Okay, I'm not gonna shoot, I'm not
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13:37–13:39 · rev_d420c9f7ba651373988cd092b828c24e_179gonna shoot, and we'll see what happens.
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13:40–13:42 · rev_d420c9f7ba651373988cd092b828c24e_180I bet it dies on the track.
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13:42–13:43 · rev_d420c9f7ba651373988cd092b828c24e_181Watch, watch. See, if I don't shoot at the
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13:51–13:55 · rev_d420c9f7ba651373988cd092b828c24e_182beginning, they die. If I shoot at the
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13:55–13:57 · rev_d420c9f7ba651373988cd092b828c24e_183beginning, they don't die.
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13:57–13:58 · rev_d420c9f7ba651373988cd092b828c24e_184I think the animation is messing things up
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14:01–14:03 · rev_d420c9f7ba651373988cd092b828c24e_185because I have like an animation set up.
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14:03–14:04 · rev_d420c9f7ba651373988cd092b828c24e_186When you fire the cannon, it kind of
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14:05–14:08 · rev_d420c9f7ba651373988cd092b828c24e_187recoils. So let's
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14:08–14:12 · rev_d420c9f7ba651373988cd092b828c24e_188get rid of the animation. And we'll try it
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14:12–14:15 · rev_d420c9f7ba651373988cd092b828c24e_189I bet it does not die.
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14:24–14:26 · rev_d420c9f7ba651373988cd092b828c24e_190It did. Oh, it did die. So it's not the
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14:30–14:32 · rev_d420c9f7ba651373988cd092b828c24e_191animation. So no, that's really
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14:33–14:36 · rev_d420c9f7ba651373988cd092b828c24e_192strange. So if I shoot at the
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14:37–14:40 · rev_d420c9f7ba651373988cd092b828c24e_193beginning, everything's okay. But if I
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14:41–14:43 · rev_d420c9f7ba651373988cd092b828c24e_194don't shoot and let them come towards me,
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14:43–14:45 · rev_d420c9f7ba651373988cd092b828c24e_195they just die on the tracks.
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14:46–14:47 · rev_d420c9f7ba651373988cd092b828c24e_196So this is the shoot— no, this is the
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14:50–14:52 · rev_d420c9f7ba651373988cd092b828c24e_197start button.
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14:53–14:53 · rev_d420c9f7ba651373988cd092b828c24e_198Where's the shoot button?
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14:58–14:59 · rev_d420c9f7ba651373988cd092b828c24e_199This is for the movement of the tank.
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15:09–15:12 · rev_d420c9f7ba651373988cd092b828c24e_200Oh, here's the shoot. So if
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15:13–15:15 · rev_d420c9f7ba651373988cd092b828c24e_201bulletsOnScreen equals 0, bullets is no,
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15:16–15:18 · rev_d420c9f7ba651373988cd092b828c24e_202hidden no.
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15:19–15:19 · rev_d420c9f7ba651373988cd092b828c24e_203bullet.center equals CG.
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15:24–15:27 · rev_d420c9f7ba651373988cd092b828c24e_204Shouldn't this be Shouldn't
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15:28–15:32 · rev_d420c9f7ba651373988cd092b828c24e_205this be shipCenter.y,
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15:32–15:34 · rev_d420c9f7ba651373988cd092b828c24e_206not 7y?
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15:37–15:38 · rev_d420c9f7ba651373988cd092b828c24e_207What happens then?
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15:41–15:42 · rev_d420c9f7ba651373988cd092b828c24e_208See if he dies if he touches me.
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16:04–16:06 · rev_d420c9f7ba651373988cd092b828c24e_209He's not dying. And he died.
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16:10–16:14 · rev_d420c9f7ba651373988cd092b828c24e_210Okay, this time we shall— we won't shoot
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16:15–16:18 · rev_d420c9f7ba651373988cd092b828c24e_211first and we'll let them come towards us.
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16:18–16:20 · rev_d420c9f7ba651373988cd092b828c24e_212And see if they die,
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16:21–16:22 · rev_d420c9f7ba651373988cd092b828c24e_213because then we can find out what's
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16:23–16:26 · rev_d420c9f7ba651373988cd092b828c24e_214messing stuff up.
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16:26–16:26 · rev_d420c9f7ba651373988cd092b828c24e_215Are they
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16:30–16:36 · rev_d420c9f7ba651373988cd092b828c24e_216dying? Yeah, they're still dying,
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16:37–16:39 · rev_d420c9f7ba651373988cd092b828c24e_217so that wasn't the reason. Hmm.
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16:40–16:43 · rev_d420c9f7ba651373988cd092b828c24e_218Not really sure.
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16:53–16:54 · rev_d420c9f7ba651373988cd092b828c24e_219Monster killed. So if monsters killed plus
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17:03–17:07 · rev_d420c9f7ba651373988cd092b828c24e_2201— no, monsters killed equals monsters
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17:07–17:10 · rev_d420c9f7ba651373988cd092b828c24e_221killed plus 1. BulletsOnScreen equals 0.
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17:10–17:13 · rev_d420c9f7ba651373988cd092b828c24e_222Bullet.Hidden equals yes.
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17:16–17:18 · rev_d420c9f7ba651373988cd092b828c24e_223BulletMovement equals 0.
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17:20–17:26 · rev_d420c9f7ba651373988cd092b828c24e_224Bullet.Center equals— so where this
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17:26–17:31 · rev_d420c9f7ba651373988cd092b828c24e_225is, I'm not sure. So if I put no,
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17:31–17:34 · rev_d420c9f7ba651373988cd092b828c24e_226we can find out where the bullet is.
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17:35–17:36 · rev_d420c9f7ba651373988cd092b828c24e_227Reappearing. Okay, so the Buddha is
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17:54–17:55 · rev_d420c9f7ba651373988cd092b828c24e_228reappearing here.
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17:55–17:56 · rev_d420c9f7ba651373988cd092b828c24e_229Okay, now the Buddha's gone.
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18:01–18:03 · rev_d420c9f7ba651373988cd092b828c24e_230Oh,
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18:06–18:06 · rev_d420c9f7ba651373988cd092b828c24e_231oh, I get it. So when
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18:10–18:13 · rev_d420c9f7ba651373988cd092b828c24e_232before we were shooting and we were
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18:13–18:15 · rev_d420c9f7ba651373988cd092b828c24e_233hitting another monster and then the
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18:15–18:17 · rev_d420c9f7ba651373988cd092b828c24e_234bullet was appearing here for no reason—
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18:17–18:19 · rev_d420c9f7ba651373988cd092b828c24e_235look, watch. What?
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18:20–18:23 · rev_d420c9f7ba651373988cd092b828c24e_236It's not— wait,
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18:23–18:26 · rev_d420c9f7ba651373988cd092b828c24e_237see, the bullet's there. So it's touching.
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18:27–18:30 · rev_d420c9f7ba651373988cd092b828c24e_238We need to stop it from appearing here,
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18:33–18:34 · rev_d420c9f7ba651373988cd092b828c24e_239so we can get rid of this and we can put—
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18:37–18:40 · rev_d420c9f7ba651373988cd092b828c24e_240make it appear at the ship.
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18:41–18:42 · rev_d420c9f7ba651373988cd092b828c24e_241ship.center.y. See what happens
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18:46–18:51 · rev_d420c9f7ba651373988cd092b828c24e_242now, see where it appears.
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18:51–18:52 · rev_d420c9f7ba651373988cd092b828c24e_243Okay, so it's appearing on the tank,
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19:01–19:03 · rev_d420c9f7ba651373988cd092b828c24e_244but it only appears on the tank if I hit
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19:07–19:08 · rev_d420c9f7ba651373988cd092b828c24e_245those 2. If I hit any others, they don't
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19:09–19:12 · rev_d420c9f7ba651373988cd092b828c24e_246reappear.
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19:12–19:12 · rev_d420c9f7ba651373988cd092b828c24e_247And the reason why— because it was on put
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19:16–19:19 · rev_d420c9f7ba651373988cd092b828c24e_248it hidden yes at start. If I put this to
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19:19–19:21 · rev_d420c9f7ba651373988cd092b828c24e_249no, then we'll see that the bullet was
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19:22–19:25 · rev_d420c9f7ba651373988cd092b828c24e_250where those monsters were dying.
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19:25–19:26 · rev_d420c9f7ba651373988cd092b828c24e_251Watch this. See, the bullet is there now,
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19:28–19:31 · rev_d420c9f7ba651373988cd092b828c24e_252but before it was like here. That's why
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19:31–19:33 · rev_d420c9f7ba651373988cd092b828c24e_253So we need to put the bullet somewhere
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19:37–19:38 · rev_d420c9f7ba651373988cd092b828c24e_254where these monsters aren't going to
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19:39–19:40 · rev_d420c9f7ba651373988cd092b828c24e_255touch.
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19:40–19:41 · rev_d420c9f7ba651373988cd092b828c24e_256See, it's just going to die. When it
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19:45–19:47 · rev_d420c9f7ba651373988cd092b828c24e_257touches, and then it reappears here on the
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19:47–19:49 · rev_d420c9f7ba651373988cd092b828c24e_258So we need a safe place for the bullet to
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19:53–19:55 · rev_d420c9f7ba651373988cd092b828c24e_259reappear. So let's
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19:55–19:59 · rev_d420c9f7ba651373988cd092b828c24e_260put it like a crazy number.
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19:59–20:02 · rev_d420c9f7ba651373988cd092b828c24e_261Where is it?
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20:05–20:05 · rev_d420c9f7ba651373988cd092b828c24e_262Here it is. So we can put it like a crazy
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20:08–20:11 · rev_d420c9f7ba651373988cd092b828c24e_263number.
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20:11–20:11 · rev_d420c9f7ba651373988cd092b828c24e_264Like 1,000,
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20:14–20:17 · rev_d420c9f7ba651373988cd092b828c24e_265so it's miles away from the screen. What
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20:18–20:20 · rev_d420c9f7ba651373988cd092b828c24e_266failed? Is it plus? Plus 1,000.
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20:21–20:25 · rev_d420c9f7ba651373988cd092b828c24e_267There we go.
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20:26–20:26 · rev_d420c9f7ba651373988cd092b828c24e_268But it's still there at the bottom.
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20:31–20:32 · rev_d420c9f7ba651373988cd092b828c24e_269Okay, I know. We can do at the start of
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20:41–20:44 · rev_d420c9f7ba651373988cd092b828c24e_270the game, at the start of the game,
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20:44–20:47 · rev_d420c9f7ba651373988cd092b828c24e_271bullet.center equals CGPoint.make
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20:47–20:51 · rev_d420c9f7ba651373988cd092b828c24e_272ship.center.x,
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20:53–20:55 · rev_d420c9f7ba651373988cd092b828c24e_273ship.center.y plus 1000.
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20:59–21:01 · rev_d420c9f7ba651373988cd092b828c24e_274Now it shouldn't be at the bottom Oh, oh,
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21:02–21:06 · rev_d420c9f7ba651373988cd092b828c24e_275now what? Oh right, we forgot the
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21:06–21:08 · rev_d420c9f7ba651373988cd092b828c24e_276semicolon. Must not forget
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21:08–21:12 · rev_d420c9f7ba651373988cd092b828c24e_277your semicolon. See, it's not there.
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21:12–21:15 · rev_d420c9f7ba651373988cd092b828c24e_278Okay, so we fixed that problem. And these
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21:17–21:21 · rev_d420c9f7ba651373988cd092b828c24e_279are dying. Seems okay.
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21:21–21:24 · rev_d420c9f7ba651373988cd092b828c24e_280Okay, that's the end of the video. Thanks
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21:25–21:27 · rev_d420c9f7ba651373988cd092b828c24e_281for watching!
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21:27–21:27 · rev_d420c9f7ba651373988cd092b828c24e_282